Any Race can utilise this build, but be warned, for Only the Strongest Races bearing the most stamina and some measure of resistance may be able to utilise the necessary requirements to this build.
Any Race can utilise this build, but be warned, for Only the Strongest Races bearing the most stamina and some measure of resistance may be able to utilise the necessary requirements to this build.
Table of content.
Dragonknight Class Passives(sorted based on usefulness for werewolf form starting at the top in descending order, not every Passive will have a description.):
- Battle Roar (2/2): “In the Middle of Combat, at any time should your resources be at half or so, you may find that Transforming into a Werewolf through the werewolf transformation ultimate (300 ultimate.)will give you a huge chunk of Magicka, Stamina and Health back. For each point of Ultimate Spent, you restore 46 Health, Magicka And Stamina.”
- Combustion(2/2): The 50% Increase to the Poisoned & Burning Debuffs is stupendous, but the added resource recovery when applying said debuff can carry over to werewolf form should one be using a weapon with a poison or flame Enchantment on it.
- Elder Dragon(2/2): In addition to the 5% Health Recovery for each Draconic Ability slotted(does not work in Werewolf Form), It will increase the Range of all Instant Cast Melee Abilities, which may also uniquely apply to Infectious Claws and its morphs.
- Scaled Armor(2/2): Increases Spell Resistance by 3300, equivalent to mitigating 10% of incoming Spell Damage.
- Iron Skin(2/2): the 10% Added Damage mitigation while blocking is useful regardless of form, but if utilised correctly, it can help one survive even the most daunting attacks.
- World in Ruin (2/2): It may not be beneficial in werewolf form, But The 25% Cost Reduction to all Poison Based Abilities makes it useful across the board before transformation.
- Warmth (2/2)
- Searing Heat (2/2)
- Burning Heart (2/2)
- Eternal Mountain (2/2)
- Mountains Blessing (2/2)
- Helping Hands (2/2)
Races:- Orc:
Notable Passives:
- Brawny: grants 2000 Max Stamina.
- Unflinching Rage: Grants 1000 Max Health and heals you for up to 600 when you deal damage with a weapon, this can only occur once every 4 seconds.
- Swift Warrior: 258 Weapon Damage, 12% Sprint cost reduction & 10% Increased Sprint Speed.
- Redguard:
Notable Passives:
- Wayfarer: Increased duration of any eaten food by 15 minutes.
- Martial Training: Reduces the cost of your Weapon abilities by 8% & reduces the effectiveness of Snares applied to you by up to 15%.
- Conditioning: Increases your Max Stamina by 2000.
- Adrenaline Rush: When you deal Direct Damage, you restore 950 Stamina. This effect can occur once every 5 seconds.
- Imperial:
Notable Passives:
- Tough: Increases your Max Health by 2000.
- Imperial Mettle: Increases your Max Stamina by 2000.
- Red Diamond: When you deal Direct Damage you restore 333 Health, Magicka, and Stamina. This effect has a 5 second cooldown. Reduces the cost of your Abilities by 3%.
Mundus Stone:Warrior: Notably, The Lover mundus without divine buffs can essentially be replicated with a legendary Sharpened Weapon as both have 2752 penetration, but interestingly, on a Two-Handed Nirnhoned Weapon, I found that The Warrior Stone beats the Nirnhoned Trait by 3 points of Weapon Damage without divine buffs.
Two-handed weapon damage(legendary): 1571
Two-handed weapon damage(legendary, Nirnhoned): 1806
1571 + 15% Nirnhoned = 235 points on two-handed Weapon.
The warrior grants 238 Weapon Damage without any divine traits.
Also, use these abilities as you see fit to your particular play style because, if it works for you, then use it.
Dragonknight Ability bars.
Main hand:(Two-Handed.)
X: Venomous Claw
Y: Noxious Breath
B: Brawler
LB: Rally
RB: Silver Leash
LB-RB: Pack Leader
Main Hand Backup:(Bow)
X: Venom Arrow
Y: Resolving Vigor
B: Endless Hail
LB: Molten Arnaments
RB: Re-Arming Trap
LB-RB: Corrosive Armor
Alternative Abilities:
Razor Caltrops
Flawless Dawnbreaker
Shadow Silk
Reverse Slice
Acid Spray
Werewolf Abilities
X: Feral pounce
Y: Hircines Rage
B: Claws of Life
LB: Deafening Roar
RB: Howl of Despair
LB-RB: Pack Leader
Werewolf Tips:
- When using Deafening Roar in 4-12 Player Groups, it is best used when another player in the group uses an ability that immobilises mobs, such as Dark Talons, Gripping Shards, Encase, Etc. Ensuring they cannot escape the group when affected by the fear from Deafening Roar.
- If your group members tend to use a lot of light attacks, consider using howl of despair for massive damage and granting your allies infinite use of empower for 5 seconds.
- Feral Pounce is good for initiating combat or tackling long distance foes in unison with the blood rage Passive for even more time. However, it is only necessary when more than 10 meters away & is more useful when facing ranged targets as Feral pounce is the ideal Gap Closer.
- Claws of Life can be used anywhere, but it is best utilised against more than one mob(Except in the case of bosses and lavish foes) as the DoT done will restore health equivalent to 50% of the Damage done, keeping you in the fight as a dead DPS is essentially not good for trial-doers.
Passives:
- Forceful (2/2)
- Heavy Weapons (2/2)
- Balanced Blade (2/2)
- Follow Up (2/2)
- Battle Rush (2/2)
- Long Shot (2/2)
- Accuracy (2/2)
- Ranger (2/2)
- Hawkeye (2/2)
- Hasty Retreat (2/2)
- Dexterity (3/3)
- Wind Walker (2/2)
- Improved Sneak (2/2) (only useful outside werewolf form.)
- Agility (2/2)
- Athletics (2/2)
- Evocation (3/3)
- Recovery (2/2)
- Spell Warding (2/2)
- Resolve (3/3)
- Constitution (2/2)
- Juggernaut (2/2)
- Soul Summons (2/2)
- Soul Lock (1/2)
- Intimidating presence
- Banish the wicked (3/3)
- Undaunted Command (2/2)
- Undaunted Mettle (2/2)
- Devour(Werewolf Passive, Unlocked free upon gaining Lycanthropy Skill line.)
- Pursuit (Werewolf Passive)
- Blood Rage (Werewolf Passive)
- Bloodmoon (Werewolf Passive)
- Savage Strength (Werewolf Passive)
- Call of the pack (2/2, Werewolf Passive)
PvP Passives:
(optional but not entirely necessary.)
- Continuous attack (2/2)
- Reach (2/2)
- Combat Frenzy (2/2)
- Combat Medic (2/2)
- Battle resurrection (2/2): if you have the window of opportunity, do your best to look out for your strongest teammates, strength in numbers as they say.
Monster Sets:
You will have full autonomy for which monster set you may wish to use, But I have compiled a list of sets for specific roles to play as well as giving you a slight insight to each of the Monster Sets listed. But remember, if it works well for “your” play style, then do it, as if your play style has a truly meaningful contribution to others, you will know your doing it right in your own way.
- Lord Warden (Solo & Group Survivability):
”An Extraordinary Monster set that excels quite well at survival,, with the 1st piece granting 2975 Physical/Spell resistance and the 2nd piece Grants a 50% chance upon taking damage, to summon a shadow orb for 10 seconds that increases the Physical & Spell resistance of the wearer and their allies within 8 meters by 3870, occurring once every 10 seconds. Combined with other buffs from another players abilities can make you and your team all the more harder to defeat.”
- Mighty Chudan (Enhanced Solo Survivability & Exceptional Hybridability with Lycanthropy):
“A good Monster set whose helm can be acquired in the ruins of Mazzatun (shadows of the hist required.) which provides up to 2975 Physical & Spell resistance, and wearing both pieces Grants Major Ward/Resolve at all times, Increasing your Physical/Spell resistance by 5280 while also providing a health bonus. Essentially good for solo PvE’ers as this and the 1st piece bonus will stack with the added resistances of Savage Strength for Transformed Werewolf Players, allowing werewolves in Medium Armor to hit the Hard Cap of 33K resistances(with CP.) while also having that extra bit of health to survive more Devastating attacks. the only downside is that other sources of major Ward/Resolve such as the wardens frost cloak will not add any additional benefit and is otherwise not stackable with Mighty Chudan”
- Pirate Skeleton (Solo Survivability):
”Mostly useful in solo scenarios, The Pirate Skeleton set Adds 2975 Physical/Spell resistance on the 1st piece, but when both pieces are acquired and worn, taking damage to health (if the wearer survives) will turn you into a skeleton outside of werewolf form(cosmetically) and grants Major Protection and Minor Defile, Reducing your Damage Taken by 30% but reduces your health recovery and healing received by 15%, if in a group with someone that can grant you Major Ward/Resolve, you can expect Pirate skeleton to stack well for even more damage reduction.”
- Iceheart (Survivability & Small DPS:
”Not as Beneficial as other Monster Sets with resists, the added Spell Critical could be considered a small detriment to a werewolves capability, but its 2nd piece, not so much, dealing Critical Damage Grants a 20% chance to gain a damage Shield for 6 seconds that absorbs up to 8600 points of damage, while it holds, enemies within 5 meters take 770 frost Damage every 1 second, occurring once every 6 seconds. I decided to highlight this set because since damage shields benefit from resistances, this may give the Iceheart Monster set an unprecedented edge across many builds, not to mention the Frost Damage done by the set can chill enemies on rare occasions which reduces their damage done by 15% for a few seconds.”
- Swarm Mother (Melee Range Utility):
Swarm Mother doesn’t get as much usage like the other Monster Sets do, but for werewolves, well now it does. Because the 1st piece Grants 129 Stamina recovery and the 2nd piece bonus, once every 1 second, when blocking an attack from an enemy that is further than 5 meters, you spin strands of spider silk to pull the enemy to you, making it easier to deal with enemies that use ranged attacks like mages, archers, etc.”
- Sellistrix (AoE DPS with Stun):
”When you deal Damage, you have a 10% chance to create an earthquake under the enemy that erupts after 1.5 seconds, dealing 5030+ damage to all enemies within 4 meters and stunning them for 3 seconds, this can occur once every 5.5 seconds (4 seconds if you count the eruption time as an interval.), not as much damage compared to most, but the stun lock makes it a worthy set to be listed.”
- Selene (Single Target Burst Damage): The Selene set grants your Direct Damage Melee attacks a 15% chance to summon the Spirit of Foulhide to maul the closest enemy in front of you for 12,000+ Physical damage after 1.3 seconds, on a side note, as it occurs once every 4 seconds, it would actually be 2.7 seconds because of the 1.3s attack window.
- Slimecraw (DPS increase): Slimecraw not only adds extra spell/weapon critical on the 1st piece, but it also grants minor berserk at all times, increasing your damage done by 8%, while it may render ability induced variations of minor berserk inert, it is useful in solo instances, another note to add is that the extra critical will be useful, the flaw with this is that other sources of Minor Berserk such as combat prayer will be inert due to slimecraw.
- Molag Kena (Overkill DPS): While the first of two piece provides Additional Weapon & Spell Damage, for those who have plenty of resources & recovery, both pieces are recommended for Stronger Abilities in the form of high weapon/spell damage (At the expense of 20% extra ability cost.) good for your main hand as it can increase the overall damage output of your abilities while dual-wielding, but in turn, you may end up weaving a few more heavy attacks in the process. However, if other abilities are used between expiry intervals, one may be able to retain more resources before the sets activation. it is also noteworthy to know this benefits werewolves to the latter of their light attack and its bleed procs.
Main Armour Sets:
Set 1:
Bloodmoon (droppable medium set found in the March of Sacrifices.)
"Primarily utilised in werewolf form, this set Grants a stack of blood scent for 8 seconds, gaining 5 stacks will activate the bloodmoon buff for 5 seconds, granting up to 30% Increased Melee Light Attack Damage and 50% Increased Melee Light Attack speed, the bloodmoon effect can only occur once every 18 seconds (13 seconds if one counts the 5 second duration of the buff as an interval.)"
Set 2:
Tzogvins Warband(Droppable Medium Armor Set found in the group dungeon of “Frostvault”.)
(2 items) Adds 833 Weapon Critical
(3 items) Adds 833 Weapon Critical
(4 items) Adds 1487 Physical Penetration
(5 items) When you deal critical damage, you gain a stack of Precision, increasing your Weapon Critical by 129 for 10 seconds, up to 10 stacks max. At max stacks, you also gain Minor Force, increasing your Critical Damage done by 10%
While it may not provide any stamina set bonuses like some sets, it does compensate with added armor penetration and, with 10 stacks of Precision, provides minor force while the precision stack holds.
Set 3(optional):
Perfect Arms of Relenquen (Droppable Medium Armor set Found in Veteran Cloudrest.)
The Arms of Relenquen makes your light and heavy attacks apply a stack of harmful winds to the target, dealing physical damage every 1 second for 5 seconds and stackable up to 20 times for even more damage, it also provides minor slayer on the 3rd piece which increases your damage done to Dungeon and trial monsters by 5%.
trial beginners can find the standard arms of Relenquen set in the normal variant, but unlike the perfect Arms of Relenquen, the standard one does not have the added maximum stamina on the 5th piece alongside its mainline effect so it may be preferable to get the normal one before going for the perfect version. Dually note that as damage from Armor Sets cannot Crit, it may not bear as many good results.
Set 4(Optional):
Toothrow (droppable medium set found in the wayrest sewers.)
Toothrow Grants Major Savagery at all times, Increasing your Weapon Critical rating by 2191, it also Grants 100 points of Weapon Damage on the side which is something the leviathan set cannot do, the Weapon Critical added from toothrow can increase the proc’ability of bloodmoon and can increase overall DPS as a whole.
Main Hand: Tzogvins Maul: Sharpened: Poison Damage Enchantment.
Interesting Note: in comparison to some statistic analytics, the Warrior Mundus Boon has 3 points more Weapon Damage than a Nirnhoned Two-handed Weapon, sitting at 238 Weapon Damage while the Nirnhoned Trait Grants two-handed weapons 235 Weapon Damage at legendary quality. Thus the warrior takes slightly greater precedence than the Lover mundus, namely because the 2752 Physical/spell penetration can be similarly achieved on any two-handed Weapon with the sharpened Trait.Main Hand Backup: Tzogvins Bow: Sharpened: Poison Weapon Enchantment.
Armor
(advisable to have 5 Medium, 1 light and 1 Heavy):
- (Light/Heavy) Helmet: Monster: Infused: Stamina Enchantment.
- (Medium) Chest: Bloodmoon: Infused: Health Enchantment.
- (Light/Heavy) Shoulders: Monster: Divines: Health Enchantment.
- (Medium) Arms: Bloodmoon: Invigorating: Stamina Enchantment.
- (Medium) Belt: Bloodmoon: Divines: Stamina Enchantment.
- (Medium) Legs: Bloodmoon: Infused: Stamina Enchantment.
- (Medium) Boots: Bloodmoon: Invigorating: Health Enchantment.
- Necklace: Warband: Robust: Weapon Damage.
- Ring 1: Warband: Robust: Weapon Damage.
- Ring 2: Warband: Robust: Weapon Damage.
Armor Mathematics(and more)As the work done is extensive, I am putting them in a spoiler box to Save some room on the thread. They are mostly notes jotted down from my integral calculus.
Scaled Armor: 3300 Spell resist.
363 Spell resist Light Armor Passive
362 Physical & Spell resist Heavy Armor Passive.
Mighty Chudan/Pirate skeleton/lord warden 1 piece: 2975 = 18,199 Spell resist & 14,536 Physical resist.
Mighty Chudan perma Ward/Resolve 5280 = 23,479 Spell resist & 19,816 Physical resist.
Mighty Chudan/Pirate skeleton/lord warden 1 piece: 2975 = 18,198s & 14,898. (with 2 heavy)
Mighty Chudan perma Ward/Resolve 5280 = 23,478s and 20,178p (with 2 heavy)
4025 Spell resist = 15,224S
362 Physical resist = 11,561P
11,199 Physical & Spell resistance.
2 heavy = 11,923
19,816p + 3184cp* = 23,000 Physical Resistance.
3184
19816 + 3624 = 23,440 Spell Resistance.
(*Medium Armor Focus Cp.)
2425 Heavy shoulder
1221 light hat
2084 chest Medium
1042 bracers Medium
781 belt Medium
1823 legs Medium
1823 feet Medium
= 11,199 total Armor
(Legendary, without Armor set bonuses or passive bonuses.)Recommended Recipes:Lava Foot Soup-and-Saltrice: Increase Max Stamina by 4575 & Stamina Recovery by 457 for 2 hours.
(Highly Recommended)Orzorga’s Tripe Trifle Pockets: Increase Max Health by 5000 and Stamina recovery by 457 for 2 hours.
(Recommended if building for nothing but stamina enchants on all 7 Armor pieces.)Dubious Camoran Throne: Increase Max Health by 3511, Max Stamina by 3192 & Stamina Recovery by 319.
Artaeum Takeaway Broth: Increase Max Health by 3724 and Health Recovery by 351 and Max Stamina by 3458 and Stamina Recovery by 319 for 2 hours.
Champion Point's (Note: these are a recommendation and they may not be completely cemented.)
The Tower:
Warlord: 51= 19% Break-Free cost reduction.
Skills unlocked: Ensnare & Inspiration Boost.
The Lover:
Healthy: 64= 13.01 Health Recovery.
Mooncalf: 75= 14% Stamina Recovery.
Skills Unlocked: Plentiful Harvest, Synergizer, Wind Running & Master Gatherer.
The Shadow:
Tumbling: 40= 16.02% Roll Dodge cost reduction.
Shadow Ward: 40= 16.02% Block Cost Reduction.
Skills Unlocked: Fortune seeker, Merchant Favoured & Treasure Hunter.
The Atronach:
Master-at-arms: 56= 20.15% Increased damage done with Direct damage attacks.
Physical Weapon Expert: 35= 20.26% increased Light & Heavy attack damage with Swords, Axes, Maces & bows.
Skills Unlocked: Retaliation, Riposte & Butcher.
The Ritual:
Mighty: 43= 10.15% Increased Physical, Poison & Disease Damage.
Thaumaturge: 56= 20.15% Damage over time damage increase.
Precise Strikes: 56= 20.15% Increased Damage & Healing of Critical Strikes with Stamina Abilities.
Piercing: 24= 2230 Physical Armor penetration, equivalent to ignoring 12% of an enemies mitigation in trials & 24% of mitigation in most overland content.
Skills Unlocked: Opportunist, Perfect Strike, Exploiter & Last Stand.
The Steed:
Ironclad: 81= Direct Damage Taken is Reduced by 24.06%
Medium Armor Focus: 32= 2838 physical resistance while wearing 5 pieces of medium armor.
Skills Unlocked: Invigorating Bash, Phase & Resilient.
The Lady:
Thick Skinned: 56= 20.15% Damage reduction from Damage over Time effects.
Hardy: 49= 11.10% Reduced damage taken from Physical, Poison & Disease Damage.
Elemental Defender: 43= 10.15% Reduced damage taken from flame, frost, shock & magic damage.
Skills Unlocked: Spell absorption, Bulwark, Critical Leech & Unchained.
The Lord:
Bastion: 2= 1% Damage Shield Effectiveness.
Attribute points:
Magicka: 0
Health: 24
Stamina: 40